- User Since
- Feb 11 2013, 8:28 PM (466 w, 3 d)
Thu, Jan 6
Wed, Jan 5
Tue, Jan 4
thanks, mesh to points conversion works well, nice that it even keeps any attribute i add on vertices. it is only a bit counter-intuitive
Mon, Jan 3
having size to set when datablock is created would be very very helpful. normals, colors etc. could be stored in attributes..
would be nice to see what cycles can do with real point cloud data now when points can be rendered as spheres (with color as well i hope)
i can easily get points loaded as numpy arrays, but right now i need to create mesh vertices with attributes, make instances on them in geometry nodes, colorize them (and in reality flatten them into single large mesh) and then render
Fri, Dec 31
hi, i have a question about python api. there seems to be fixed number of points (400) when object is created from add menu, and zero when created as new datablock, and there is no apparent way to add new points like in mesh with MeshVertices.add(count), foreach_set then sets only first 400 point locations. do i miss something, or is it something pending?
Sat, Dec 25
it is not a problem of coordinates, but that the event is firing, no change should be no event i guess. another test, i took myself from equation, made L from boxes, put pen in corner, nothing moved, no change in pressure, no change in tilt, many many events firing constantly. would be nice if somebody can replicate that with maybe less well used tablet. mine might be faulty after years of use..
Dec 20 2021
Dec 17 2021
Sep 10 2021
Aug 31 2021
Mar 17 2021
Feb 12 2021
@Philipp Oeser (lichtwerk) oh i am terribly sorry, i missed preserve_all_data_layers, thank you!
can i have a question? are going vertex groups, vertex colors etc. eventually replaced with attributes in future? would be nice to have unified access to all data
Feb 9 2021
Jan 28 2021
this is related i think https://developer.blender.org/T82843
you have to have with empty scene, no camera, no anything drawn with lines, like this
one more thing, if there is an empty in scene, it works as it should, if there is only mesh objects it flips on deselect
version: 2.93.0 Alpha, branch: master, commit date: 2021-01-27 22:47, hash: df135b74fc93, type: Release - broken as well
ah, steps, add a Plane, run script, click outside to deselect Plane, drawn dots will be flipped
@Campbell Barton (campbellbarton) yes, it is still happening in
version: 2.92.0 Beta, branch: master, commit date: 2021-01-18 17:08, hash: b5c3f26cba81, type: Release
version: 2.93.0 Alpha, branch: master, commit date: 2021-01-19 22:43, hash: 6290091bace2, type: Release
Dec 1 2020
ah! ok, sorry :(
a few more screenshots
Oct 9 2020
i played with it a bit more, there is no need to delete object (that is only i discovered there is something wrong)
selecting none, i.e. selecting background is all it needs.
also if code is run and no object is selected, i draw ok until view is moved, then it is wrong until any (!) object is selected
also checked win10, behaves the same
also prints from draw function are as they should, in this case
Oct 8 2020
for a side note, sorry if the example is a bit crude, but this worked for me from 2.80 until now, i wanted to isolate problem with least code amount possible while it being portable enough
Sep 30 2020
Dec 17 2019
Oct 15 2019
eh, i have it wrong, i run scale before pixels are assigned, swapping last two lines fixes it. i'm sorry, i'm stupid..
import bpy import gpu import bgl from mathutils import Matrix from gpu_extras.presets import draw_circle_2d
i have to disagree, i’m afraid. i’ll make an example to demonstrate the image distortion in result
Oct 14 2019
Sep 18 2019
Aug 9 2019
Jun 26 2019
Feb 25 2019
here it is, also i just noticed the same behavior in blender-2.79.0-git20190220.949ab753bb2e-x86_64
Feb 22 2019
May 16 2016
here is a blend. run script.
May 15 2016
Sep 21 2015
hi, what you mean is, put everything to update() and leave render() empty, right? i am exporting file for external renderer anyway. but when i do that, it crashes the same way as before..
Sep 20 2015
yea, i know, it's not quite nice solution, but i can't find any other way to get hair root position on uv for child particles. uv_on_emitter accepts only Particles..
anyway, the whole project is here, if interested: https://github.com/uhlik/blendmaxwell
Sep 7 2014
Aug 20 2014
sorry about broken formatting :(
Aug 18 2014
and i wanted to add a python tag, but for some reason i can't edit my own task.. is this a bug too? :)